Like to make a suggestion which would be very helpful and possibly increase end game player satisfaction.
At the beginning of the fight you encounter three Imperial Siege Droids. The droids cast Calibrating Shot which increases damage they do, increases their accuracy and reduces the damage they take. Therefore, it's vital the cast is interrupted every time.
In the scenario I'd like to talk about, a Shadow Tank is paired with a Sentinel and they alternate interrupts. If Calibrating Shot is interrupted by the Shadow at 75% or greater of the cast in progress, the Shadow with a 12 second cool down on Mind Snap would not be able to interrupt the third cast. The Shadow would still have about 0.9 seconds of remaining cool down by the end of the third cast. I've tested this in game and timed it with a stop watch. Given some uncontrollable factors such as acceptable latency for a packet to travel between nodes over the Internet, time for a computer to process a command and average human reaction time, I'm assuming the total cast time of Calibrating Shot is designed to allow for any class to interrupt it at any point during the total cast time. I do also recognize not everyone experiences this issue. It could be because economics create a wide variety of incomes to afford the best or lesser available gaming equipment. It could be because Internet Service Provider businesses offer varying levels of service which limit availability of bandwidth depending on sales in some areas. It could be because not every person has the best reaction time which may or may not be limited by disability.
Therefore, my humble suggestion is to increase the time between Calibrating Shot casts by 0.5 seconds. This would result in a total yield of an additional 1.0 second between the first and third casts. It would compensate for the above scenario and allow for a wider audience of players to be paired up and alternate interrupts. Ultimately, completing the operation successfully.